Tag: OpenGL ES


The PowerVR Developer Technology team is delighted to announce the latest version of our PowerVR Tools and SDK – 2018 Release 1. Following on from our major SDK Framework overhaul in our release late last year, this is yet another significant iteration. For starters, we have made further improvements to our SDK Framework, including new examples and documentation. We have … Continued

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With the release of the updated PowerVR SDK & Tools 2017 R2 last month, it’s time to take a look at some of the new content packaged that is included alongside it. In this post we’ll take a closer look at the PowerVR Low-Level GLSL Optimisation document – our guide to wringing every last drop of performance out of the PowerVR … Continued

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As you may have seen, our latest PowerVR Tools and SDK release (2017 R2) is now available, and it includes some quite significant changes. One of the areas we’ve been working on is our documentation, with several improvements to which we would love to draw your attention. PowerVR Hidden Surface Removal (HSR) from “PowerVR Hardware Architecture Overview for Developers” Major … Continued

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Last week we were thrilled to bring you the announcement of the release of the latest version of the PowerVR SDK Framework 5.0 and Tools Release 2 for 2017. This offers a number of exciting changes and promises to make life easier for any and all developers working with PowerVR GPUs. One of the major developments with this new release … Continued

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We are delighted to announce the 2017 Release 2 of our PowerVR SDK and Tools. This is one of our more externally significant releases for our Framework, as there have been some major changes that we are sure many of you are going to appreciate. While our last release focused more on internal improvements, this time around there are a … Continued

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The PowerVR architecture is quick to support the latest technologies, and the Vulkan API is a case in point. Vulkan is a modern API that enables developers to gain ‘low-level’ access to underlying graphics hardware, ensuring that the performance of that hardware can be maximised. Any apps displaying large volumes of data such as navigation apps are a great use … Continued

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The VR market is hotting up and is hitting the news in one form or another on a regular basis. Two recent cases in point are Sony’s PSVR, which is about to hit the market and Google’s announcement of its new line of Pixel branded hardware, which are Daydream enabled. Daydream is Google’s big push into the VR space and takes … Continued

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In this blog series we’re going to explain how to create cross-platform, cross-API graphics applications using the PowerVR Framework – all from one set of source code files! The series will be split into the following parts: PowerVR Framework: Getting started with the PVRApi Vulkan and OpenGL ES abstraction PowerVR Framework: Writing portable Vulkan and OpenGL ES 3.0/3.1 apps with … Continued

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Following over a year of intense work by leading hardware, game engine, and platform vendors brought together by the Khronos™ Group, v1.0 of the Vulkan™ graphics and compute API is now available. This new API has been designed for portability across multiple platforms, including desktop and mobile GPU architectures. With an unprecedented number of related materials being open source (including … Continued

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At GDC 2016, PowerVR continues to set the bar for high-end graphics in mobile thanks to the efficiency of the Rogue architecture. Here’s a preview of what we’re demonstrating, in pictures. Real-time ray tracing on mobile and console The first demonstration at the event comes from the PowerVR Ray Tracing team. For those who are not yet familiar with our … Continued

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